Sandbag System

Gwafu

Active Member
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12
[Thumbnail]http://www.thehelper.net/forums/attachment.php?attachmentid=37709&stc=1&d=1284455647[/Thumbnail] Picture 1
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[Thumbnail]http://www.thehelper.net/forums/attachment.php?attachmentid=37708&stc=1&d=1284455801[/Thumbnail] Picture 2

Legends:
  • Black dot = You
  • Upper red dot = Enemy 1
  • Lower red dot = Enemy 2
  • Curved tan line = Sandbag

In picture one, if Enemy 1 is attacking You in front of the sandbag (anything inside that 135 degrees angle) will have a 75% chance of missing and 25% chance of hitting. And if Enemy 2 attacks You, 100% chances of hitting.

In picture two, obviously, Enemy 1 will have the 100% chance of hitting and Enemy two will have 75%/25% chances/

This principle same goes to other sides of the sandbag.

Do you get what I mean (if no, just ask).

It is for my altered melee map project so I'm avoiding the use of custom projectiles (dummy units) to avoid lag (because the map itself relies on macro, as in it is fast-paced).

Thanks in advance!
~Gwafu aka supertoinkz.
 

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Accname

2D-Graphics enthusiast
Reaction score
1,464
well i can think of a way but it would require extense use of dummy units and therefor lag the game in a melee map.

if you really are making an rts map forget it, the outcome isnt worth the performance loss.
 
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